Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
+20% Science Effectiveness - Crime
+15% Thievery Per Acre (TPA)
+50% Thieves' Den Effectiveness
+1% Extra Stealth Per Tick
Train Thieves with Credits
+10% Own casualities when attacking
+10% Own casualities when defending
Self Spell Mana Cost Increased by 1
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Marauders | (11, 0) | |||
Imps | (0, 11) | |||
Tricksters | (15, 5) | 750gc | 7.75 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Invisibility, Miner's Mystique and Quick Feet
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are reduced by 75% until next day.
24 Utopian Days
Until use or next day.
+50% Prisoners Captured
+20% Enemy casualities when attacking
+20% Enemy casualities when defending
+50% Science Effectiveness - Finesse
Storms Immunity
-15% Birth Rate
+10% Military Training Time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (12, 0) | |||
Druids | (0, 10) | |||
Drows | (8, 12) | 750gc | 8.25 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Guile and Clear Sight
Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.
When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.
24 Utopian Days
3 Utopian Days
+4 Food Bushels Created Every 2 Acres
+3 GC Created Every 2 Acres
+2 Runes Created Every 2 Acres
-20% Military Wages
+20% Science Effectiveness - Housing
Immune to Steal War Horses
+10% Damage Received on Massacre Attacks
Can't Accelerate Construction
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 10) | |||
Will O The Wisps | (16, 4) | 750gc | 7.5 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (4, 0) | |||
Thieves | 500gc |
Town Watch and Mist
Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.
Your stables will fill to maximum capacity each day. Immune to Steal War Horses.
+50% Honor Bonus
+20% Science Effectiveness - Channeling
+1% Extra Mana Per Tick
Runes do not decay
+15% Military Wages
No Access to Mercenaries
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 12) | |||
Elf Lords | (13, 7) | 750gc | 7.75 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Clear Sight, Magic Ward and Fountain of Knowledge
As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.
When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.
-15% Attack Travel Time
+30% Barracks Effectiveness
+30% Training Grounds Effectiveness
+1 Army generals
+25% Science Effectiveness - Siege
+25% Science Effectiveness - Tactics
Elite gets +4 offensive strength
Train Elites with Credits
War Horse gets +1 strength
Ambush Immunity
Scientific Insight
Subdue Wizards
In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.
While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.
+50% Prisoners Captured
+20% Combat Instant Spell Damage
+50% Wizards Per Acre (WPA)
+50% Battle casualties convert to soldiers
+2% Extra Mana Per Tick
+100% Land Effect - Towers
Soldiers convert into Specialists over time
Defensive specialist gets +1 strength
Elite gets +1 defensive strength
Elite gets +2 offensive strength
Prisoners convert into Elites over time
Nightmare, Bloodlust, Soul Blight, Sloth and Ghost Workers
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
-20% Combat Instant Spell Damage Received
+15% Wizards Per Acre (WPA)
-25% Military Training Cost
-50% Rune Cost (excluding Ritual)
+20% Science Effectiveness - Resilience
+20% Science Effectiveness - Strategy
Elite gets +2 defensive strength
Elite gets +2 offensive strength
Self Spell Mana Cost Reduced by 1
Can cast Support spells on Kingdom mates
Divine Shield, Salvation, Fanaticism, Chastity, Wrath, Righteous Aggressor and Righteous Defender
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.
+8 War Horse Capacity Per Acre
+10% Barracks Effectiveness
+10% Training Grounds Effectiveness
-100% Thieves lost on failed ops
+20% Sabotage Damage
+25% Thievery Per Acre (TPA)
Prisoners convert into Thieves over time
Elite gets +1 defensive strength
Elite gets +2 offensive strength
Ignores Watch Towers when performing thievery operations
War Horse gets +1 strength
Guile and Quick Feet
Steal War Horses
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
+30% Damage Inflicted on Massacre Attacks
+25% Science Effectiveness - Cunning
+25% Science Effectiveness - Crime
+50% Sabotage Damage
+50% Thievery Per Acre (TPA)
-50% Thief cost
+75% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Access all Thievery Operations
Elite gets +2 defensive strength
Elite gets +2 offensive strength
+1500 Starting Thieves
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
+50% Combat Instant Spell Damage
+30% Wizards Per Acre (WPA)
-50% Offensive Spell Rune Cost
+50% Science Effectiveness - Sorcery
+10% Science Effectiveness - Strategy
+10% Science Effectiveness - Tactics
+2% Extra Mana Per Tick (in war)
Elite gets +2 defensive strength
Elite gets +2 offensive strength
Offensive specialist gets +2 strength
Reflect Magic, Mystic Aura, Mind Focus, Mage's Fury and Meteor Showers
You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.
Restore mana by 50%.
24 Utopian Days
-50% Draft Cost
+50% Draft Rate
+50% Honor Bonus
-20% Honor Losses
+10% Military Efficiency in war
+1 Army generals
+25% Science Effectiveness - Heroism
+25% Science Effectiveness - Valor
Elite gets +1 defensive strength
Elite gets +3 offensive strength
Heroes Inspiration and Pitfalls
Propaganda
War Heroes are celebrated for their valor and triumphs on the battlefield. By invoking War Trophies, they inspire their forces to fight with unparalleled honor, amplifying the whole province.
While active, grants double honour bonuses.
24 Utopian Days
12 Utopian Days
+3 Prisoner Capacity Per Acre
+15% Battle Gains
+20% Enemy casualities when attacking
+20% Enemy casualities when defending
+1 Army generals
+10% Offensive Military Efficiency
+2 Prisoner and Mercenary Offensive Strength
+25% Military Science Books Produced
Prisoners convert into Specialists over time (2% each)
Elite gets +5 offensive strength
Offensive specialist gets +2 strength
Elite gets -1 defensive strength
Aggression
War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.
Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain
Here is the effects of all possible rituals.
Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
---|---|
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Here are the effects of each Stance
Normal | None |
---|---|
Aggressive | +10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties |
Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Here are the effects of all possible dragons.
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |